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nPixel
Forum: NaaLaa 7 Code
Last Post: 1micha.elok
8 hours ago
» Replies: 10
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The Shadow Master
Forum: NaaLaa 7 Code
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N7 version 25.02.16 relea...
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Suggestion: support dynam...
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N7 version 25.02.15 relea...
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Ask help to fix errors (g...
Forum: NaaLaa 7 Questions
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3D Breakout, just a quick...
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Render on an image before...
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  N7 version 25.02.16 released
Posted by: Marcus - 02-16-2025, 02:38 PM - Forum: Announcements - Replies (2)

Here's a new version: https://naalaa.com/n7/N7_250216.zip

2025-02-16

  • Added the 'draw poly xform' command (examples/help/draw_poly_xform.n7)
  • Added the 'draw poly image xform' command (examples/help/draw_poly_image_xform.n7)
  • Added support for loading music and sound effects in mp3 format

The new versions of the polygon commands let you specify position, scaling, rotation and pivot when you draw a polygon, meaning that you can use the same array of points to draw polygons all over the place.

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  N7 version 25.02.15 released
Posted by: Marcus - 02-15-2025, 09:43 AM - Forum: Announcements - Replies (1)

This is a tiny update. A bigger one will be released soon.

https://naalaa.com/n7/N7_250215.zip

2025-02-15

  • wolf3d: Fixed a serious bug and added the function SetSkyTexture (examples\wolf3d_library\example_7.n7)
  • s3d: Minor improvements, such as faster fog rendering

https://naalaa.com/tmp/wolf3d_sky.mp4

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  The Shadow Master
Posted by: 1micha.elok - 02-14-2025, 10:28 AM - Forum: NaaLaa 7 Code - Replies (4)

Coming Soon ...

   
click the image to zoom-in

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  Ask help to fix errors (game with wolf3d)
Posted by: 1micha.elok - 02-05-2025, 04:09 AM - Forum: NaaLaa 7 Questions - Replies (7)

Hi, Marcus

You may reply me on weekend when you are not at work. It's not urgent  Big Grin

I am making an animation of a night driving with the wolf3d library.

           
click the images to zoom in

Could you please help me :
 - I don't know how to fixed some bugs
   1. the car is not turned smoothly on turn#4 and turn#3
   2. the zombie animation is overlapped
 - I don't know how to put the sky image as a background ( not as a tileset)


Code:
'====================================================
'
' ......
'
' Acknowlegements :
' -Haunted Night by Hot Dope
'  https://pixabay.com/music/search/mood/scary/
' -Zombie
'  https://opengameart.org/content/zombie-rpg-sprites
'====================================================

'----------------
' INITIALIZATION
'----------------
'#win32
set window "The Shadow", 1000,500,false
set redraw off; set mouse off

include "wolf3d.n7"
w3d = Wolf3D()
w3d.SetView(0, 0, width(primary), height(primary), rad(72))

' Player.
vPlayerAngle = 0
vPlayerX = 0
vPlayerZ = 0

' Load map.
flags = w3d.LoadN6Map("assets/map.txt")

' Player.
vPlayerX = flags[0].x + 0.5
vPlayerZ = flags[0].z + 0.5
vPlayerAngle = flags[0].angle

' Zombie
zombie = loadimage("assets/zombie7.png",3,4)
vCrossFrameCounter = 0
vCrossFrame = 0

' Sky
sky = loadimage("assets/sky.jpg")

'initial value
start = true
haunted = loadmusic("assets/haunted night.wav")
play music haunted,1

'---------------
' MAIN PROGRAM
'---------------
do
    'it's a bug. the sky is not displayed
    draw image sky,0,0

    'start moving
    if vPlayerZ = 13.5 and vPlayerX < 19 then
        vPlayerX = min(vPlayerX + 0.5/10,18.5)

        'turn #4   
        vPlayerAngle = 0 'it's a bug. it should turn smoothly

    endif

    'turn #1   
    if vPlayerX = 18.5 then vPlayerAngle = max(vPlayerAngle - 2.0,-90) 'turn smoothly
    if vPlayerX = 18.5 and vPlayerZ > 2.5 then vPlayerZ = max(vPlayerZ - 0.5/10,2.5)

    'turn #2
    if vPlayerZ = 2.5 then vPlayerAngle = max(vPlayerAngle - 2.0,-180) 'turn smoothly
    if vPlayerZ = 2.5 then vPlayerX = max(vPlayerX - 0.5/10,1.5)

    'turn #3
    if vPlayerX = 1.5 then vPlayerAngle = -270 'it's a bug. it should turn smoothly  
    if vPlayerX = 1.5 then vPlayerZ = min(vPlayerZ + 0.5/10,13.5)
   
    ' zombie, it'a bug, the zombie animation is overlapped
    if vCrossFrameCounter = 0
        vCrossFrame = (vCrossFrame + 1)%12
        dst = w3d.n6.imgDefs[7].img 
        set image dst
        draw image zombie, 0, 0, vCrossFrame
        set image primary
    endif
    vCrossFrameCounter = (vCrossFrameCounter + 1)%5
       
    'render
    w3d.Render(vPlayerX, vPlayerZ, rad(vPlayerAngle))
   
    'info box
    set color 255,255,255
    set caret 10,10
    wln "x = "+vPlayerX
    wln "z = "+vPlayerZ
    wln "a = "+vPlayerAngle

    redraw
    fwait 60
   
    'pause
    if start then
        wln "Press SPACE BAR to continue"
        redraw
        do;wait 1; until keydown(KEY_SPACE,true)
        start = false
    endif
   
until keydown(KEY_ESCAPE)

free music haunted



Attached Files
.zip   the shadow.zip (Size: 2.14 MB / Downloads: 5)
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  3D Breakout, just a quick test
Posted by: Marcus - 02-01-2025, 04:52 PM - Forum: NaaLaa 7 Code - Replies (6)

Just the basic functionality of a 3d breakout game.

Code:
' breakout3d.n7
' -------------

include "s3d.n7"
include "sfx.n7"

constant FPS_CAP = 60
constant MOUSE_SENS = 1 ' Modify this if mouse sensitivity feels wrong

visible vSfx = SFX()
visible vSoundMaxD = 32
visible vRes = 480
visible vRedBrickImage, vGreenBrickImage, vBlueBrickImage, vBallImage, vPaddleImage
visible vWhiteImage
visible vFloorImage
visible vPaddleSound, vWallSound, vBrickHitSound, vBrickDestroyedSound
visible vPaddleX, vPaddleZ, vPaddleW
visible vCamX, vCamY, vCamZ, vCamYaw, vCamPitch

set window "Breakout 3D", vRes*screenw()/screenh(), vRes, true
set redraw off

LoadAssets()

S3D_SetView(primary, rad(60), 0.1, 30)

cube = S3D_BeginMesh()
    S3D_Scale(0.5, 0.5, 0.5)
    S3D_Translate(1, -1, 1)
    S3D_Begin(S3D_QUADS)
        ' Top face.
        S3D_Vertex(1, -1, 1, 1, 1)
        S3D_Vertex(1, -1, -1, 1, 0)    
        S3D_Vertex(-1, -1, -1, 0, 0)
        S3D_Vertex(-1, -1, 1, 0, 1)
        ' Front face.
        S3D_Vertex(1, -1, -1, 1, 0)
        S3D_Vertex(1, 1, -1, 1, 1)
        S3D_Vertex(-1, 1, -1, 0, 1)
        S3D_Vertex(-1, -1, -1, 0, 0)
        ' Left face.
        S3D_Vertex(-1, 1, 1, 1, 1)
        S3D_Vertex(-1, -1, 1, 0, 1)
        S3D_Vertex(-1, -1, -1, 0, 0)
        S3D_Vertex(-1, 1, -1, 1, 0)
        ' Right face.
        S3D_Vertex(1, 1, -1, 1, 0)
        S3D_Vertex(1, -1, -1, 0, 0)
        S3D_Vertex(1, -1, 1, 0, 1)
        S3D_Vertex(1, 1, 1, 1, 1)        
    ' Done drawing quads.
    S3D_End()            
S3D_EndMesh()

paddle = S3D_BeginMesh()
    S3D_Scale(0.5, 0.25, 0.25)
    S3D_Translate(0, -1, 0)
    S3D_Begin(S3D_QUADS)
        ' Top face.
        S3D_Vertex(1, -1, 1, 1, 1)
        S3D_Vertex(1, -1, -1, 1, 0)    
        S3D_Vertex(-1, -1, -1, 0, 0)
        S3D_Vertex(-1, -1, 1, 0, 1)
        ' Front face.
        S3D_Vertex(1, -1, -1, 1, 0)
        S3D_Vertex(1, 1, -1, 1, 1)
        S3D_Vertex(-1, 1, -1, 0, 1)
        S3D_Vertex(-1, -1, -1, 0, 0)
        ' Left face.
        S3D_Vertex(-1, 1, 1, 0.25, 1)
        S3D_Vertex(-1, -1, 1, 0, 1)
        S3D_Vertex(-1, -1, -1, 0, 0)
        S3D_Vertex(-1, 1, -1, 0.25, 0)
        ' Right face.
        S3D_Vertex(1, 1, -1, 0.25, 0)
        S3D_Vertex(1, -1, -1, 0, 0)
        S3D_Vertex(1, -1, 1, 0, 1)
        S3D_Vertex(1, 1, 1, 0.25, 1)        
    ' Done drawing quads.
    S3D_End()            
S3D_EndMesh()

visible vBricks = fill(unset, 15, 10, 3)
for x = 0 to 14  for z = 0 to 9  for y = 0 to 2
    if y = 0 and rnd(2) = 0 or y > 0 and vBricks[x][z][y - 1] and rnd(2) = 0
        select rnd(3)
            case 0  vBricks[x][z][y] = [st: 1, m: cube, t: vRedBrickImage, offs: 0, ht: 0]
            case 1  vBricks[x][z][y] = [st: 2, m: cube, t: vGreenBrickImage, offs: 0, ht: 0]
            case 2  vBricks[x][z][y] = [st: 3, m: cube, t: vBlueBrickImage, offs: 0, ht: 0]
        endsel
    endif
next

visible vLastTick = 0

vCamX = 7.5
vCamZ = -8.5
vCamY = -8
vCamPitch = -rad(45)
vCamYaw = 0
vPaddleX = 7.5
vPaddleZ = -5
vPaddleW = 2
ball = [x: 7.5, z: -2, dx: 1, dz: 1, spd: 5]
k = 1/sqr(ball.dx^2 + ball.dz^2)
ball.dx = ball.dx*k; ball.dz = ball.dz*k
balls = []
balls[sizeof(balls)] = ball

set mouse off
while not keydown(KEY_ESCAPE, true)
    dt = DeltaTime()
    mdx = mouserelx()
    set mouse width(primary)/2, height(primary)/2

    vPaddleX = min(max(vPaddleX + min(mdx*0.075*MOUSE_SENS, 0.5), vPaddleW/2), 15 - vPaddleW/2)
    
    vCamX = vCamX*0.975 + vPaddleX*0.025
    ' camz can be modified a bit by the ball position
    vCamYaw = -rad(5*(vPaddleX - 7.5)/7.5)

    i = 0; while i < sizeof(balls)
        if UpdateBall(ball, dt)  i = i + 1
        else free key balls, i
    wend
            
    set color 0, 0,0
    cls
    S3D_Clear()
    S3D_RotateX(-vCamPitch)
    S3D_RotateY(-vCamYaw)
    S3D_Translate(-vCamX, -vCamY, -vCamZ)
    S3D_Texture(vFloorImage)
    S3D_SetDepthBuffer(S3D_Z_BUFFER_WRITE)
    S3D_SetSorting(S3D_NONE)
    S3D_Begin(S3D_QUADS)
    S3D_Color(255, 255, 255)
    S3D_Vertex(0, 0.05, -6, 0, 1)
    S3D_Vertex(0, 0.05, 10, 0, 0)
    S3D_Vertex(15, 0.05, 10, 1, 0)
    S3D_Vertex(15, 0.05, -6, 1, 1)    
    S3D_End()
    S3D_Render()
    S3D_SetSorting(S3D_NONE)
    S3D_SetDepthBuffer(S3D_Z_BUFFER)
    for x = 0 to 14  for z = 0 to 9  for y = 0 to 2
        b = vBricks[x][z][y]
        if b
            if b.offs > 0
                b.spd = b.spd + 7*dt
                b.offs = max(b.offs - b.spd*dt, 0)
            endif
            S3D_Push()
            S3D_Translate(x, -(y + b.offs), z)
            if b.ht
                b.ht = max(b.ht - 1, 0)
                S3D_Texture(vWhiteImage)
            else
                S3D_Texture(b.t)
            endif
            S3D_Mesh(b.m, 0)
            S3D_Pop()
        endif
    next
    S3D_Push()
    S3D_Translate(vPaddleX, 0, vPaddleZ)
    S3D_Scale(vPaddleW, 1, 1)
    S3D_Texture(vPaddleImage)
    S3D_Mesh(paddle, 0)
    S3D_Pop()
    
    foreach ball in balls
        S3D_Push()
        S3D_Translate(ball.x, -0.25, ball.z)
        S3D_RotateY(vCamYaw)
        S3D_RotateX(vCamPitch)
        S3D_Texture(vBallImage)
        S3D_Color(255, 255, 255)
        S3D_Begin(S3D_QUADS)
            S3D_Vertex(0.25, -0.25, 0, 1, 0)
            S3D_Vertex(0.25, 0.25, 0, 1, 1)
            S3D_Vertex(-0.25, 0.25, 0, 0, 1)
            S3D_Vertex(-0.25, -0.25, 0, 0, 0)
        S3D_End()
        S3D_Pop()
    next
    
    S3D_Render()
    set caret 0, 0
    set color 255, 255, 255
    wln int(1/dt)
    redraw
    ' no fps cap might affect mouse input on fast computers, maybe wait more than 1?
    if FPS_CAP > 0  fwait FPS_CAP
    else  wait 1
wend

' UpdateBall
' ----------
function UpdateBall(ball, dt)
    ' Move in z.
    ball.z = ball.z + dt*ball.dz*ball.spd
    if ball.dz < 0
        iz = floor(ball.z - 0.25)
        if iz >= 0 and iz < 10
            ixl = floor(ball.x - 0.25); ixr = floor(ball.x + 0.25)
            if ixl >= 0 and ixl < 15 and vBricks[ixl][iz][0]
                HitBrick(ixl, iz)
                ball.z = iz + 1 + 0.251; ball.dz = |ball.dz|
            endif
            if ixr >= 0 and ixr < 15 and vBricks[ixr][iz][0]
                HitBrick(ixr, iz)
                ball.z = iz + 1 + 0.251; ball.dz = |ball.dz|
            endif
        elseif iz < -10
            ball.z = -10 + 0.251; ball.dz = |ball.dz|
        endif
    elseif ball.dz > 0
        iz = floor(ball.z + 0.25)
        if iz >= 0 and iz < 10
            ixl = floor(ball.x - 0.25); ixr = floor(ball.x + 0.25)
            if ixl >= 0 and ixl < 15 and vBricks[ixl][iz][0]
                HitBrick(ixl, iz)
                ball.z = iz - 0.251; ball.dz = -|ball.dz|
            endif
            if ixr >= 0 and ixr < 15 and vBricks[ixr][iz][0]
                HitBrick(ixr, iz)
                ball.z = iz - 0.251; ball.dz = -|ball.dz|
            endif
        elseif iz >= 10
            ball.z = 10 - 0.251; ball.dz = -|ball.dz|
            PlaySound3D(vWallSound, 1, ball.x, 0.25, ball.z, vSoundMaxD)
        endif
    endif
    ' Move in x.
    ball.x = ball.x + dt*ball.dx*ball.spd
    if ball.dx < 0
        ix = floor(ball.x - 0.25)
        if ix >= 0 and ix < 15
            izt = floor(ball.z - 0.25); izb = floor(ball.z + 0.25)
            if izt >= 0 and izt < 10 and vBricks[ix][izt][0]
                HitBrick(ix, izt)
                ball.x = ix + 1 + 0.251; ball.dx = |ball.dx|
            endif
            if izb >= 0 and izb < 10 and vBricks[ix][izb][0]
                HitBrick(ix, izb)
                ball.x = ix + 1 + 0.251; ball.dx = |ball.dx|
            endif
        elseif ix < 0
            ball.x = 0.251; ball.dx = |ball.dx|
            PlaySound3D(vWallSound, 1, ball.x, 0.25, ball.z, vSoundMaxD)
        endif
    elseif ball.dx > 0
        ix = floor(ball.x + 0.25)
        if ix >= 0 and ix < 15
            izt = floor(ball.z - 0.25); izb = floor(ball.z + 0.25)
            if izt >= 0 and izt < 10 and vBricks[ix][izt][0]
                HitBrick(ix, izt)
                ball.x = ix - 0.251; ball.dx = -|ball.dx|
            endif
            if izb >= 0 and izb < 10 and vBricks[ix][izb][0]
                HitBrick(ix, izb)
                ball.x = ix - 0.251; ball.dx = -|ball.dx|
            endif
        elseif ix >= 15
            ball.x = 15 - 0.251; ball.dx = -|ball.dx|
            PlaySound3D(vWallSound, 1, ball.x, 0.25, ball.z, vSoundMaxD)
        endif
    endif

    dx = (ball.x - vPaddleX)/(vPaddleW*0.5 + 0.25)
    if |dx| < 1 and ball.dz < 0 and ball.z > vPaddleZ and ball.z - vPaddleZ < 0.5
        ball.dx = dx*2.5
        ball.dz = 1
        k = 1/sqr(ball.dx^2 + ball.dz^2)
        ball.dx = ball.dx*k; ball.dz = ball.dz*k
        PlaySound3D(vPaddleSound, 1, ball.x, 0.25, ball.z, vSoundMaxD)
    endif
    
    return true
endfunc

' HitBrick
' --------
function HitBrick(x, z)
    b = vBricks[x][z][0]
    if b and b.ht = 0 and b.offs < 0.5
        b.st = b.st - 1
        if b.st > 0
            b.ht = 10
            PlaySound3D(vBrickHitSound, 1, x + 0.5, 0.5 + b.offs, z + 0.5, vSoundMaxD)
        else
            for i = 0 to 1
                vBricks[x][z][i] = vBricks[x][z][i + 1]
                if vBricks[x][z][i]
                    if vBricks[x][z][i].offs = 0
                        vBricks[x][z][i].spd = 0
                    endif
                    vBricks[x][z][i].offs = vBricks[x][z][i].offs + 1
                endif
            next
            vBricks[x][z][2] = unset
            PlaySound3D(vBrickDestroyedSound, 1, x + 0.5, 0.5 + b.offs, z + 0.5, vSoundMaxD)
        endif
    endif
endfunc

function DeltaTime()
    t = clock()
    dt = (min(t - vLastTick, 100))/1000
    vLastTick = t
    return dt
endfunc

' LoadAssets
' ----------
function LoadAssets()
    ' Make bricks less and less bright for each hit.
    vRedBrickImage = createimage(32, 32)
    set image vRedBrickImage
    set color 32, 0, 32; cls
    
    set color 255, 255, 255; draw rect 0, 0, 32, 32, false
    set color 255, 0, 128; draw rect 1, 1, 30, 30, false
    set color 128, 0, 0; draw rect 2, 2, 28, 28, false
    set image primary
    BoxBlur(vRedBrickImage, 3, 3)

    vGreenBrickImage = createimage(32, 32)
    set image vGreenBrickImage
    set color 32, 16, 0; cls
    set color 255, 255, 255; draw rect 0, 0, 32, 32, false
    set color 255, 128, 0; draw rect 1, 1, 30, 30, false
    set color 128, 0, 0; draw rect 2, 2, 28, 28, false
    set image primary
    BoxBlur(vGreenBrickImage, 3, 3)

    vBlueBrickImage = createimage(32, 32)
    set image vBlueBrickImage
    set color 0, 16, 32; cls
    set color 255, 255, 255; draw rect 0, 0, 32, 32, false
    set color 0, 128, 255; draw rect 1, 1, 30, 30, false
    set color 0, 0, 128; draw rect 2, 2, 28, 28, false
    set image primary
    BoxBlur(vBlueBrickImage, 3, 3)
    
    vBallImage = createimage(31, 31)
    set image vBallImage
    set color 255, 255, 255; cls
    set color 16, 16, 16; draw ellipse 15, 15, 11, 11, true
    set image primary
    BoxBlur(vBallImage, 4, 4)
    set image vBallImage
    set color 255, 0, 255
    for y = 0 to 30  for x = 0 to 30
        d = sqr((x - 15)^2 + (y - 15)^2)
        if d >= 14.5  set pixel x, y
    next
    set image primary
    set image colorkey vBallImage, 255, 0, 255
    
    data = MD_Generate(257, 1, 0.1, 52)
    vFloorImage = createimage(256, 256)
    set image vFloorImage
    for y = 0 to 255  for x = 0 to 255
        c = data[x][y]
        if int(y/17 + x/17)%2 = 0
            set color c*4, c*16, c*32
        else
            set color c*2, c*8, c*16
        endif
        set pixel x, y
    next
    set image primary
    BoxBlur(vFloorImage, 2, 2)
    
    vPaddleImage = createimage(128, 32)
    set image vPaddleImage
    set color 0, 8, 32; cls
    set color 204, 0, 0
    draw rect 0, 0, 32, 32, true; draw rect 96, 0, 32, 32, true
    set color 255, 255, 255, 204
    draw rect 0, 0, 32, 32; draw rect 1, 1, 30, 30; draw rect 2, 2, 28, 28
    draw rect 96, 0, 32, 32; draw rect 97, 1, 30, 30; draw rect 98, 2, 28, 28
    set color 0, 64, 255, 128
    draw rect 32, 0, 64, 32; draw rect 33, 1, 62, 30; draw rect 34, 2, 60, 28
    set image primary
    BoxBlur(vPaddleImage, 3, 3)
    
    vWhiteImage = createimage(32, 32)
    set image vWhiteImage
    set color 255, 255, 255
    cls
    set image primary

    ' create sound effects.
    vSfx.SetEcho(3, 0.25, 0.1, 0.25)
    vPaddleSound = vSfx.SineWave(0.2, [400, 100, 200], [1, 0])
    vWallSound = vSfx.SineWave(0.15, [200, 100, 400], [0.5, 0])
    vBrickHitSound = vSfx.SquareWave(0.15, [150, 100, 50], [0.25, 0, 0])
    vBrickDestroyedSound = vSfx.Noise(0.3, [1000, 100, 500], [1, 0])
endfunc

' PlaySound3D
' -----------
function PlaySound3D(snd, vol, x, y, z, maxd)
    dx = x - vCamX; dy = y - vCamY; dz = z - vCamZ
    d = dx*dx + dy*dy + dz*dz
    if d >= maxd*maxd  return
    if d > 0
        d = sqr(d); k = 1.0/d
        dx = dx*k; dy = dy*k; dz = dz*k
        d = (maxd - min(maxd, d))/maxd
        cp = cos(vCamPitch)
        pan = (cos(vCamYaw)*cp*dx - sin(vCamYaw)*cp*dz)*0.9
    else
        d = 1
        pan = 0
    endif
    play sound snd, vol*d, pan
endfunc

' BoxBlur
' -------
function BoxBlur(img, rx, ry)
    rx = max(int(rx), 0); ry = max(int(ry), 0)
    set image img
    w = width(img); h = height(img)
    data = dim(w, h)

    ' Blur vertically
    for y = 0 to h - 1  for x = 0 to w - 1  data[x][y] = pixeli(img, x, y)
    count = ry*2 + 1
    for x = 0 to w - 1
        sr = 0; sg = 0; sb = 0; sa = 0
        for y = -ry to ry
            p = data[x][y%h];
            sr = sr + Red(p); sg = sg + Green(p); sb = sb + Blue(p); sa = sa + Alpha(p)
        next
        for y = 0 to h - 1
            set color sr/count, sg/count, sb/count, sa/count
            set pixel x, y
            p = data[x][(y - ry)%h]
            sr = sr - Red(p); sg = sg - Green(p); sb = sb - Blue(p); sa = sa - Alpha(p)
            p = data[x][(y + ry + 1)%h]
            sr = sr + Red(p); sg = sg + Green(p); sb = sb + Blue(p); sa = sa + Alpha(p)
        next
    next
    ' Blur horizontally.
    for y = 0 to h - 1  for x = 0 to w - 1  data[x][y] = pixeli(img, x, y)
    count = rx*2 + 1
    for y = 0 to h - 1
        sr = 0; sg = 0; sb = 0; sa = 0
        for x = -rx to rx
            p = data[x%w][y]
            sr = sr + Red(p); sg = sg + Green(p); sb = sb + Blue(p); sa = sa + Alpha(p)
        next
        for x = 0 to w - 1
            set color sr/count, sg/count, sb/count, sa/count
            set pixel x, y
            p = data[(x - rx)%w][y]
            sr = sr - Red(p); sg = sg - Green(p); sb = sb - Blue(p); sa = sa - Alpha(p)
            p = data[(x + rx + 1)%w][y]
            sr = sr + Red(p); sg = sg + Green(p); sb = sb + Blue(p); sa = sa + Alpha(p)
        next
    next
    set image primary

    ' Pixeli helpers.
    function Alpha(c); return int(c/16777216); endfunc
    function Red(c); return int((c/65536))%256; endfunc
    function Green(c); return int((c/256))%256; endfunc
    function Blue(c); return c%256; endfunc
endfunc

function MD_Generate(size, contrast, smooth, seed)
    randomize seed
    contrast = max(min(contrast, 1), 0)
    smooth = 1 - max(min(smooth, 1), 0)
    md = dim(size, size)
    md[0][0] = 0.5 + contrast*rnd() - contrast*0.5
    md[size - 1][0] = 0.5 + contrast*rnd() - contrast*0.5
    md[size - 1][size - 1] = 0.5 + contrast*rnd() - contrast*0.5
    md[0][size - 1] = 0.5 + contrast*rnd() - contrast*0.5
    MD_Rec(md, 0, 0, size - 1, size - 1, contrast, smooth)
    return md

    function MD_Rec(md, xmin, ymin, xmax, ymax, contrast, smooth)
        if xmax - xmin <= 1  return
        if ymax - ymin <= 1  return
        hw = (xmin + xmax)/2
        hh = (ymin + ymax)/2
        md[hw][hh] = (md[xmin][ymin] + md[xmax][ymin] + md[xmax][ymax] + md[xmin][ymax])*0.25 + contrast*rnd() - contrast*0.5
        md[hw][hh] = max(md[hw][hh], 0)
        md[hw][hh] = min(md[hw][hh], 1)
        md[xmin][hh] = (md[xmin][ymin] + md[xmin][ymax])*0.5
        md[xmax][hh] = (md[xmax][ymin] + md[xmax][ymax])*0.5
        md[hw][ymin] = (md[xmin][ymin] + md[xmax][ymin])*0.5
        md[hw][ymax] = (md[xmin][ymax] + md[xmax][ymax])*0.5
        MD_Rec(md, xmin, ymin, hw, hh, contrast*smooth, smooth)
        MD_Rec(md, hw, ymin, xmax, hh, contrast*smooth, smooth)
        MD_Rec(md, xmin, hh, hw, ymax, contrast*smooth, smooth)
        MD_Rec(md, hw, hh, xmax, ymax, contrast*smooth, smooth)
    endfunc
endfunc

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  nPixel
Posted by: johnno56 - 01-29-2025, 05:25 AM - Forum: NaaLaa 7 Code - Replies (10)

Hi Marcus,

I have not implemented your code yet... by the way, it looks very similar to the old drawing program routine - I think you may have provided that one as well... how quickly I forget... lol

I will provide you with what I have at the moment....

Functionality: Selecting colours; Drawing and Erasing to and from the main screen; Selecting tile size (8, 16 and 32) all work. When changing resolutions the main canvas is erased. I am planning on an 'Are you sure?' to be displayed if the main canvas is 'occupied'.

As it only makes one tile, other functions like 'Line'; 'Fill', 'Circle' etc., seemed to be a lot more work. All I needed was to be able to Draw, Save and Load...

As always... open to suggestions.

It's really 'bare bones' but closer to what I had originally planned...


.zip   nPixel.zip (Size: 154.28 KB / Downloads: 7)

J

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  Render on an image before sending to screen
Posted by: bul71 - 01-27-2025, 10:21 AM - Forum: NaaLaa 6 Questions - Replies (4)

Hi.

I'm currently trying to make my drawing logic on an image of logical window dimensions then if the game runs in windowed mode, I just send this image on the window but if the game runs in fullscreen, I try to send this image on an image with the screen dimensions after applying code to calculate vertical or horizontal margins depending on the difference in aspect ratios between the physical screen and the window.

My windowed mode works fine.

In fullscreen :
-----------------
I succefully prepare graphics on the window sized image then send it to physical screen image then on the screen but I'm not able the fit the logical image on the screen size and place it accordingly with the margins.

Can you show me the way to do it properlly ?

Thank you.

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  Alien Breed 3D II: The Killing Grounds
Posted by: Marcus - 01-25-2025, 09:24 AM - Forum: Everything else - Replies (2)

This was an awesome game for Amiga, really creepy.

https://youtube.com/playlist?list=PLP7u0...Uxp0TTMEUi

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  Repurposed Sprite Editor
Posted by: johnno56 - 01-23-2025, 07:57 PM - Forum: NaaLaa 7 Code - Replies (13)

Marcus,

Back in December of 2024, I mention that I was having difficulty(s), with my Sprite Editor. The fix you provided worked like a charm... The project has been "gathering dust" since then because of lack of planning on my part. Creating an editor without considering, "Do I have the skill set to complete it?" The answer was a resounding "NO."...

Then I got to thinking (Ok, you can stop laughing now... very funny...) that the Sprite Editor is very similar to a Tile Map Editor.  Mind you, a bare-bones, editor... lol  Functions like, New, Load, Save, Quit, Draw and Erase tile... Seeing that Wolf3D does not seem to have a Editor per se, maybe the Sprite Editor, could be repurposed?

Here is my idea: Wolf3D uses a standard 64x64 tiled "map". Single level (ie: no layers). The Sprite Editor is already configured for a 64x64 "pixel" display. Give the different walls etc a specific colour. "Draw" the wall "pixel" etc to create the "map". Scan the main grid to convert it to a 64x64 character text grid then convert that grid to the standard Wolf3D "map = [[ ]]" layout.

No prizes for guessing that I have already started... kind of... The four main function are working (sort of) and the selection of the "tiles" can be drawn and erased. Saving and loading are my biggest issues at the moment... After all - it's only been 1 day... lol

I realize that EngineA already has a Tile Based editor and was wondering if your intentions are focused more toward that type of game creation than the Wolf3D game style? Reason: If the focus is on EngineA then it would be illogical to continue with the W3D editor... What do you think? Is a W3D editor a kind of "re-inventing the wheel" type of deal?

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  spoop hunt (enginea)
Posted by: Marcus - 01-18-2025, 09:09 AM - Forum: NaaLaa 7 Code - Replies (3)

Nothing finished here. This was one of my "test programs" when writing the enginea library and editor, so it's just a couple of enemies in some few rooms. The graphics and the music are ai generated, love the tune Smile  Some of the code might be of interest to others, so I'm posting it.

It's this thing: 



Attached Files
.zip   spoop_hunt.zip (Size: 3.08 MB / Downloads: 6)
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